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Common AI Challenges for Modern First-Person Shooters (Part 2, Video)

Alex J. Champandard on May 15, 2008

Brothers in Arms 2 is coming out soon, and there’s been some interesting videos released. Last week, I analyzed it and looked into the concept of dynamically destructible cover — particularly how it relates to the AI engine and soldier behaviors.

In the second part of my analysis, I look into animation objects, in particular how they can be used during pathfinding as path-objects. I also discuss how you can get the AI to make the most of these animations by considering them as path-objects, and also trying to set up cinematic deaths by making the most of nearby objects. It’s amazing what a well-timed animation can do for the AI! Even if these situations are partly scripted in this game, it’s still worth every second of gameplay.

Watch the video below for more details; it’s 9.0 Mb and lasts for 2:32 minutes.

Due to its popularity, this series of video posts will certainly continue in the future on the blog! Be sure to send in videos if you think they’d be interesting, and don’t forget to subscribe to the RSS feed.

Also, if you have any thoughts or feedback, feel free to post them below…

Discussion 2 Comments

William on May 15th, 2008

Rather than doing a two path searches (one without 'path objects' such as 'jumpable' obstacles, one with path objects as resulting of cost function tweaks), why not tackle path objects in the 'path smoothing' stage after a path was found? Doing so may offer some advantages: - the whole path can be considered, so we can prevent a '110m hurdling' run by limiting the number of jumps to one per path, or one per say 30s travel time - interactions with future actions can be considered; for example, I don't want the AI to do a roll into a room or kick the door, in order to report to the general in that room. However, these animations might be valid earlier on the path.

kofman on May 16th, 2008

Alex's blog was very interesting, and I'm looking forward to more in the series. I also think William's suggestion is quite brilliant. Looking forward to more.

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